# how to improve your walking simulator
evoking the false conflict between art vs. agency
1. don't improve it: "it's art you philistine." - thing is garmes are already art and your deliberate (ideological) attempt to deliberately make an 'artistic garme' is already compromised and nullified by the (cultural(tm)) fact garmes are and always were art. confused? well never mind you probably already were
2. it's probably false to suggest all the loose ludonautical talk / pseudo (ie. internets) controversy about "walking simulators" seems based on an "art vs. agency" axis precisely where along the imaginary (arbitrary) adjustable arty > --- < player agency slider one attempts to dis.locate one's garme being the core / sore point of this (largely non) debate
3. you play your sim we'll play ours: if you have any (/over) confidence in the inherent art of your walking sim put up (for free) or shut up: release your map as an infinitely moddable open source / public domain work - and we'll see who comes up with the better garme (/art)
the classic dear esteban at play
// video here
**update patch**
turns out all we needed to understand the inherent brilliance and innate philosophical depth of such private emotional treadmills is a beginner's guide
// republic of bob